Files
zed/crates
Anthony Eid fb38178d74 gpui: Fix native object accumulation in headless Metal rendering (#64099)
# Objective

Heavy headless rendering benchmarks accumulated native temporary objects
across frames because they could run for a long time without an
autorelease pool draining.

This PR adds a scoped autorelease pool around each headless rendering
call so those temporary objects are released promptly. GPU submission
remains asynchronous, and image readback retains its existing completion
wait.

Release Notes:

- N/A
2026-09-11 21:09:33 +00:00
..
2026-08-09 22:29:52 +00:00
2026-09-04 22:54:09 +00:00
2026-09-11 09:13:44 +00:00
2026-09-11 09:13:44 +00:00
2026-05-04 06:30:47 +00:00
2026-09-11 09:13:44 +00:00
2026-09-02 18:21:25 +00:00
…
2026-09-11 09:13:44 +00:00
2026-09-02 18:21:25 +00:00
2026-04-29 10:27:47 +00:00
2026-08-09 22:29:52 +00:00
2026-09-11 09:13:44 +00:00
2026-08-09 22:29:52 +00:00